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  1. #1
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    Default Stalwart ninja (completionist build idea again sorry guys)

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Warforged Male
    (6 Fighter \ 12 Monk \ 2 Rogue) 
    Hit Points: 450
    Spell Points: 40 
    BAB: 16\16\21\26\26
    Fortitude: 20
    Reflex: 18
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             15                    27
    Dexterity            15                    21
    Constitution         17                    25
    Intelligence         10                    14
    Wisdom               14                    19
    Charisma              6                    10
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +4 Tome of Dexterity used at level 13
    +4 Tome of Constitution used at level 13
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    21
    Bluff                -2                     2
    Concentration         3                    17
    Diplomacy            -2                     2
    Disable Device        n/a                   n/a
    Haggle                2                     8
    Heal                  2                     6
    Hide                  2                    14
    Intimidate            2                    31
    Jump                  6                    17
    Listen                2                     6
    Move Silently         6                    25
    Open Lock             6                    11
    Perform              n/a                    n/a
    Repair                0                     5
    Search                0                     5
    Spot                  2                     6
    Swim                  2                    10
    Tumble                6                    13
    Use Magic Device      2                    26
    
    Level 1 (Rogue)
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Feat: (Selected) Completionist
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 4 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 5 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 6 (Monk)
    Feat: (Selected) Past Life: Berserker's Fury
    
    
    Level 7 (Monk)
    
    
    Level 8 (Rogue)
    
    
    Level 9 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Sunder
    
    
    Level 11 (Monk)
    
    
    Level 12 (Fighter)
    Feat: (Selected) Past Life: Disciple of the Fist
    
    
    Level 13 (Monk)
    
    
    Level 14 (Monk)
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Monk)
    
    
    Level 17 (Monk)
    
    
    Level 18 (Fighter)
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 20 (Monk)
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Rogue Skill Boost I
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Static Charge
    Enhancement: Way of the Clever Monkey I
    Enhancement: Way of the Clever Monkey II
    Enhancement: Fists of Iron
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Improved Recovery II
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Ninja Spy II
    Enhancement: Adept of Rock
    Enhancement: Master of Stone
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Monk Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Wand and Scroll Mastery I
    Enhancement: Warforged Brute Fighting I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Healer's Friend II
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Tactics I
    Enhancement: Warforged Tactics II
    Head____Seeker 6, intim 15 pirate hat
    Neck____Shintao
    Trink____E.facet gem slotted w/ +6 dex
    Cloak____GS HP min 2
    Belt_____Spare hand w/ toughness + 1 exc dex
    Ring#1__Shintao w/holy B
    Ring#2__Earth savant tod ring +6 cha w/ +1 con w/ Acid Burst
    Glove___Epic claw
    Boots___Propulsion/GS trip pos air haste clickie/Cha skills
    Bracer__Epic jidz slotted w/ GFL and +6 str
    Armor___DT w/ 10/20% heal amp & dodge +3. Finished incite DT for hate gen
    Goggles_Epic raven sight

    HP: 450 base + 20 toughness + 45 GS + 60 con item + 20 exc con item +10 argo favor + 40 earth stance con + 20 stalwart stance con + 30 GFL +20 ship con = 715 x 10%stance bump = 786

    Negative 20% run speed sadly

    Threat gen: 55% earth stance + 30% e.claw + 25% stalwart stance + 10% warforge racial enh (can swap to incite DT armor if some eeediot tries to pull agro)

    Damage: 2d10 + 13 str + 6 wrap +2 shintao + 4 claw + 2 weap spec + 2 ship buff + 6 PA = 2d10 +35
    Crits 19-20x3 + 6 seeker
    Added effects: holy burst, lighting burst, acid burst, lightning strike, double strike 3%, 3d6+3 SA damage, Ki strikes inc tod and fire/dark/fire, someday 3rd tier alch effects.

    To-hit: 20 BAB + 4 raven + 2 shintao + 3 fight PLs + 1 WF + 6 wrap - 6 PA + 13 str + 2 ship + 4 GH = 61 + 3 flanking.

    Damage reduction: earth stance 15% damage reduction + 5/dr from gear, 25% incorp

    Wis: 19 base + 6 ring + 1 jidz + 2 ravens sight +2 ship = 30
    Str: 27 + 6 item + 1 exc + 2 ship = 36
    Con: 24 + 6 item + 1 exc + 2 ship = 33 + 3 earth + 2 stal = 38
    Cha: 10 + 6 item + 2 ship = 18
    Dex: 21 + 6 item + 1 exc + 2 ship +2 alch wraps = 32 -2 earth stance = 30

    Intim: 23 ranks, +4 charisma mod +6 for GS cha skills +2 fighter enh +2 ship buffs +2 completionist +2 stalwart def +2 barb PL +2 coin lord fav +15 pirate hat +5 epic claw +4 GH = 69 standing slightly buffed (GH/ship only) with no gear switches.

    Heal amp: 0.7*((gear 1.1dt*1.2dt*1.3e.claw)*1.3monk enh*1.1ship*1.156 paladin pl's)=198.57% heal amp (not shabby for a warforge in earth stance eh?)

    AC: 10 base + 10 dex mod + 5 deflection + 3 natural (bark pot) + 3 stalwart +3 earth + 10 wis mod + 2 monk AC +1 dodge feat + 3 dodge AC + 1 alch armor + 8 armor + 4 shield wand + 4 ship buffs +4 insight wraps = 71

    Stunning fist DC: 20 base + 10 wis mod + 2 WF tactics + 3 fighter PLs + 10 wraps + 5 belt = 50 (hootin nanny)

    So, this idea got drummed up thinking i could have a solid solo toon (max UMD with scroll mastery, excellent tactical DCs, broad immunities, solid stealth skills) as well as a very desirable raid main tanker for all content currently in game (evasion, DR, big threat gen, max ranks intim, 25% incorp, heal amp). Cycling tods cant hurt in boosting hate either right? If for some reason the toon isn't tanking it actually has solid SA numbers as well.
    Last edited by jeremyt; 12-17-2011 at 02:59 PM.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  2. #2
    Community Member Anthios888's Avatar
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    Friends don't let friends take hamstring. It seems like you forgot to take past life monk, paladin, and potentially rogue. They would all be better choices. Or more toughness.

    What's the 2nd rogue level get you? More skill points?

    We have a bunch of 12 monk / 7 fighter / 1 rog, 12 monk / 8 fighter, and 12 monk / 6 paladin / 2 fighter ninja stalwarts in our guild. They're really uber tanks. Mostly all of them went half elf, human, or another fleshie class because there is so much healing amplification available that every little bit you add multiplies by a lot. For example, let's assume a bunch of healing amplification bonuses:

    257% healing amplification on warforged
    .7 (warforged with 2 enhancements) * 1.20 (human or half elf) * 1.10 (airship) * 1.30 (gloves of the claw epic) * 1.25 (jidz if you're into fire) * 1.10 (dragontouched) *1.20 (dragontouched) * 1.30 (monk healing amplification)

    368% healing amplification on half elf
    1.00 (base fleshie) * 1.20 (human or half elf enhancements) * 1.10 (airship) * 1.30 (gloves of the claw epic) * 1.25 (jidz if you're into fire) * 1.10 (dragontouched) *1.20 (dragontouched) * 1.30 (monk healing amplification)

    Please don't get me wrong -- I love warforged tanks. I just feel that on something like this, when one of the biggest arguments for this toon over a stalwart or defender is that you are more healable, that breaks down slightly because the fleshie doesnt just have 30% more amp, it has 110% more amp. The other reason I brought this up is that it looked like a lot of your lives were already fleshie so I wasn't sure how committed you are to the race.
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
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    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  3. #3
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    Hey athios thanks for eyeballing the build. Sorry its not as detailed yet as my other layouts.

    Down to business: Warforge VS human or helf. I do prefer warforge aesthetics for bum kicking a bit more so that does hold some weight. But as in past if the nuts and bolts weigh so heavily against WF (or horc, also a prefered race) then I would chose nonWF.

    My take on heal amp: My horc tank in my sig (built when chrono/tod was the big to-do for tank duty) is lacking some critical heal amp gear (glove shard anyone?) so he sits at about 265% currently. When tanking, healers comment on the ease of healing him. The toon that this build would be for has in one life crested 400% amp. And while it was EXTREMELY cool for solo work with heal curses feeding him 4s and 8s, for main tank duty it became apparent that it was overkill. Scrolls overhealed him 90% of the time while tanking tod I felt the mid 200s for amp (3x paly PLs so add another 1.16 or so on top) is still what i would consider a high amp tank. I have never had a toon w/ north of 900hp though so my thoughts on that might change.

    Helf brings the dual intim timer which is highly attractive along with the human amp and racial str bonus. Heck, with helf i could go cleric dil and drop the rogue levels all together for 2 pal levels and much better saves, ability to dump int for some cha to boost intim even more. But weighing against helf is they are probably my least favorite toons appearance wise. so moves it down couple notches.

    Human I dont mind so much as helf and the extra feat + skill points I would consider more useful for a build like this.

    Dwarf on other hand I like a bit better than human numbers and apperance wise, and they have the same synergies I found with WF for tactics and extra HP + 1.00 base heal amp.

    WF gets PA enhancements, threat enhancements, tactical enhancements (for running epics/trash beat down duty) and i felt w/ more than 200% amp would still qualify as a very easy to heal tank. But again, my tune might change once i play a character with this much HP
    Last edited by jeremyt; 12-16-2011 at 02:55 AM.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  4. #4
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    On feats:

    Heard through grape vine that hamstring got reworked last update and now lands on raid bosses again drasticly reducing their attack speed. I have not witnessed this first hand so it might be completely false. If its false, then the feat is junk and the pal/rog PLs would be much more effective.

    Not a big fan of the monk PL, as it amounts to approx +1 average damage. Might be wrong with that on a build this deeply splashed will have to check the damage dice monk chart to see where it would fall w/ jidz equiped. Might be that it does in fact give this build a very good dice step and I was unaware/and i need to include it

    On 2nd rogue lev:
    All about the skills. Without sacrificing more build points to int the second rogue lev allowed me to get UMD and intim to 23 while still having reasonable MS, balance and concentration
    Last edited by jeremyt; 12-16-2011 at 02:51 AM.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  5. #5
    Community Member Anthios888's Avatar
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    Monk past life gives you 2d12 instead of 2d10. That means an average of 2.4 damage per hit over (calced running earth III). Considering that we take power attack for +5 damage at a loss of 5 to-hit, it's a pretty nice feat imo if you are looking to increase your DPS.

    It fully stacks with the gear-based die step increase like jidxz, alchemical byeshk handwraps, or garments of equilibrium. These items stack with the feat but not with each other.
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  6. #6
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    aighty checked the dice steps. 12th monk is 2d6 (avg 7). gear bump to 2d8 (avg 9) . so the PL would bump to 2d10 (avg 10). these numbers discount crit bumps, being earth stance that would be 3 damage more per crit, crit on 19 and 20. 2-18 = +1 dam, 19-20 = +3 dam

    so total avg damage bump would be 1.21. Correct me if im wrong?
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  7. #7
    Community Member ElbionTcob's Avatar
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    Search "Kelida" and choose V 2.0

    Great build and its not theoretical or anything. Played with the guy, amazing tank and dps.
    Cannith- A Tribe Called Zerg
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    And a multitude of changing alts

  8. #8
    Community Member Malky's Avatar
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    Quote Originally Posted by jeremyt View Post
    aighty checked the dice steps. 12th monk is 2d6 (avg 7). gear bump to 2d8 (avg 9) . so the PL would bump to 2d10 (avg 10). these numbers discount crit bumps, being earth stance that would be 3 damage more per crit, crit on 19 and 20. 2-18 = +1 dam, 19-20 = +3 dam

    so total avg damage bump would be 1.21. Correct me if im wrong?
    2d10 averages to 11, not 10
    On a long enough timeline, the survival rate for everyone drops to zero
    Yes, i'm french and i do eat frogs alive, so don't mess with me when i'm hungry
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  9. #9
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by jeremyt View Post
    aighty checked the dice steps. 12th monk is 2d6 (avg 7). gear bump to 2d8 (avg 9) . so the PL would bump to 2d10 (avg 10). these numbers discount crit bumps, being earth stance that would be 3 damage more per crit, crit on 19 and 20. 2-18 = +1 dam, 19-20 = +3 dam

    so total avg damage bump would be 1.21. Correct me if im wrong?
    On a normal hit (roll 2 - 18), 2d10 (average 11) is +2 damage over 2d8 (average 9). In earth stance, a crit is x3, so on a 19 or 20, so it's a +6 difference. On a roll of 1, there's no difference at all (0 damage in both cases). So, the average difference is:

    (0 * 1 + 2 * 17 + 6 * 2)/20 = 2.3 average damage increase per attack

    Often, people neglect the misses, so for ease of comparison, it would be (2*17 + 6*2)/19 = 2.42 average damage increase per hit

    Up to you whether it's worth it or not, but I think most people would say yes.
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  10. #10
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    reworked feats for a more sure bet: IE dropped hamstring due to not having anyone verify it works on bosses yet. Also dropped toughness x2 for +1 tohit and +2 dam. Opt also open to drop another toughness for stunning blow if i feel i need more CC timers.
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

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